It’s probably just streaky luck but can I ask if the odds of speed secondaries from mod challenges are the same from all sets?
I get relatively high returns from CC,Health,Potency,Offence and have several full sets with +15ish speed BUT Speed Mods.....not one yet!

Bossk is also bugged. He was working fine yesterday, but today if two enemies are tied for weakest you get no credit for attacking them. The target icon will pop up, but your progress will remain at 0%.

Since the release of mod stuff on hard nodes and its initial response in various threads, that I'm sure are being dumped into the mega as I'm guessing this post will, perhaps we could get the crafting recipes and more clarification on just what exactly this mod slicing will require. The pitch forks are being sharpened and torches being made, how about head this one off at the pass.

Has anyone try mod swapping after update? Before update mods that you release from the character was sorted from the high level to lowest level. So if you have a bunch of low level mods 12 and under it was easy to swap since all your character you have mods on have most likey level 15 mods. Now it sorta by original tier (color of mods Gold, Purple, Blue, Green, White) . If you have hundred of mods in your mods pool it take such a long time to find the mod you just release to swap to another character. Anyone have any suggestion to make mods easier?

This. They managed, in their attempt to make it "easier" to make it even more difficult. And there is no good way to sort mods based on primary stats - only type. Horrible and completely counter intuitive as to how it used to work.

A little course on information visualization as it applies to recent changes.

Problems:
1) It is poor design to replace the meaning only prominent visual attribute on an existing feature. This confuses the hell out of all of your existing users, who need to retrain for the new standard.
2) It is poor design to have an almost-invisible-to-the-eye visual attribute (the coloring of the level number) as your only indicator of an extremely important property (mod level), especially when it's a common use case for a user to be looking at dozens/hundreds of elements at a time.
3) It is poor design to give precedent to relatively unimportant, unactionable data (original mod class, since speed is pretty much the only secondary attribute that *really* matters and the user can't do much about the original mod class) over important data (level, which greatly affects ships and primary stats which can be improved with very minimal investment by the user)

Fix:
Create a second prominent visual attribute for users to be able to determine mod level.

Options:
1) Change the gray border around a level 15 mod to indicate that it is finished upgrading in terms of leveling.
2) Change the gray border around all mods to represent a scaled representation of the level.
3) Revert the changes, and make the gray border around the mods represent the original class.

You used to automatically get the secondaries that were there to upgrade first, then have the rest of the secondaries added after - now the missing secondaries add FIRST, and THEN ALL THE SECONDARIES have a chance to upgrade from there.

Meaning, if you start off with a mod with only a speed secondary stat, you upgrade it until the remaining three secondaries appear, then hope that the original speed secondary gets selected randomly out of the four secondaries to be improved. Yikes, and yuck.

Welcome to the new, more brutal and expensive slog to earn those precious speed secondaries, friends.

[ edit - so yeah, it says as much in the original post which I hadn't read yet. I just went ahead and surprised myself. Sigh. Still don't like it. Having to slice is just another level of expense and effort for us to have to go through. Ug. ]

Why encourage everyone to upgrade all their existing mods to tier A (gold), if they just rolled all the mods back to original tier? Seems like a total waste of credits for everyone who updated their existing mods to tier A.
Not exactly encouraging to player's who have spent year's collecting mods, turning all of them gold, and farming specific characters to acquire specific mod sets. Only to have the rules of the game changed now. I get that they want to encourage new players to catch up and spend money on the game. But it is really frustrating to older players who already spent that money to improve those mods. Now you're basically telling us to spend more money and start over?
That's completely lame! Why not just leave the existing mods the way they are and apply these rules to all new mod acquisitions in the future?

.....[ edit - so yeah, it says as much in the original post which I hadn't read yet. I just went ahead and surprised myself. Sigh. Still don't like it. Having to slice is just another level of expense and effort for us to have to go through. Ug. ]

They've also obviously watered down the challenge rewards. Noticed extreme drop off in mod quality 1st couple of runs so I ran through several refills just to make sure I hadn't hit an unlucky streak. Now I'm drowning in a sea of gray.

You used to automatically get the secondaries that were there to upgrade first, then have the rest of the secondaries added after - now the missing secondaries add FIRST, and THEN ALL THE SECONDARIES have a chance to upgrade from there.

Meaning, if you start off with a mod with only a speed secondary stat, you upgrade it until the remaining three secondaries appear, then hope that the original speed secondary gets selected randomly out of the four secondaries to be improved. Yikes, and yuck.

Welcome to the new, more brutal and expensive slog to earn those precious speed secondaries, friends.

[ edit - so yeah, it says as much in the original post which I hadn't read yet. I just went ahead and surprised myself. Sigh. Still don't like it. Having to slice is just another level of expense and effort for us to have to go through. Ug. ]

This sounds great and all but how about currency? It's hard enough now for free to play players to get enough currency. Even with the credits event that comes every now and then since RNG is garbage I average about 5m each time. Adding in some better ways to get currency would be a plus with the mods update.

This sounds great and all but how about currency? It's hard enough now for free to play players to get enough currency. Even with the credits event that comes every now and then since RNG is garbage I average about 5m each time. Adding in some better ways to get currency would be a plus with the mods update.

This right here and also what about the complete waste of credits that went into the old mod system? 100's of millions wasted on turning mods gold just to have them turned back to the original color. This whole system change is just a fresh money pit. Frustrating to have to redo a bunch of mods that were already maxed out.

This sounds great and all but how about currency? It's hard enough now for free to play players to get enough currency. Even with the credits event that comes every now and then since RNG is garbage I average about 5m each time. Adding in some better ways to get currency would be a plus with the mods update.

This right here and also what about the complete waste of credits that went into the old mod system? 100's of millions wasted on turning mods gold just to have them turned back to the original color. This whole system change is just a fresh money pit. Frustrating to have to redo a bunch of mods that were already maxed out.

Even if the Color changed its still the same mod with the same stats. With slicing you can even make them better